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From 2003-05-25 to 2003-06-07

2003-06-07

20:07 Bug #47: jDoom: Bullet puffs in face
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Repost from Doomsday HQ forum:
Doom II - Level 20
Kickstart 2.09, Doomsday 1.7.9, j...
jhansonxi
15:59 Feature #1181 (New): Ambient sounds (in XG sectors)
Would be great, if the ambient sound volume could be
adjusted in them, no need for multiple samples of one
sound....
skyjake
00:24 Bug #60 (Closed): Top of monsters + shooting their heads
it does no damage at all, I was atop a demon's head and
slicing away with the chainsaw, no damage was occuring
*...
chrisdragon

2003-06-06

19:03 Feature #1180 (Closed): Gib Generator - For spawning models from a mobj state
Would work in a similar fashion to the particle generator.
(perhaps the same movement routine could be used?)
Wh...
skyjake
18:52 Feature #1179 (Rejected): Flying creatures - Tilt up/down if moving in z dimension
Flying creature models should have their pitch adjusted
when moving in the z dimension so that they 'look' in the
...
skyjake
07:53 Feature #1177: Autohide + Floating statusbar options
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Originator: NO
Implemented in 1.9.0-beta4
danij
04:31 Feature #1178 (Closed): Hi-res textures as 256-color PCX or GIF
many textures could be reduced to 256 colors without
even slightest quality loss - so, why not?.. It would
signific...
skyjake

2003-06-05

12:00 Feature #1149: MD3 support
_(originally posted by anonymous SF.net user)_
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I can see it now ! quake3's doom trooper!
skyjake

2003-06-04

17:55 Bug #59: Unwanted sound info shown
_(originally posted by anonymous SF.net user)_
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never touched that option, never seen sound info
skyjake

2003-06-03

21:08 Feature #1177 (Closed): Autohide + Floating statusbar options
A nice feature would be an autohide statusbar. IE if the
player hasn't fired a wepon in #n number of seconds the
...
skyjake
10:12 Feature #1175: Sound effect cutoff at monster's death
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Of course, I meant stop all sounds originating from the
dying monster.
skyjake
05:58 Feature #1176 (Closed): Crosshair transparency in menu
When I first loaded up Doomsday and there were no
crosshairs, even though I'm used to having crosshairs,
I kinda ...
gnam
05:46 Feature #1165: Multipart 3D models
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This is possibly easier with skeletal support, and allows even
better animation, an...
sin4u

2003-06-02

22:51 Feature #1175: Sound effect cutoff at monster's death
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An easy fix: Stop all sounds when a monster dies.
For the next release.
skyjake
22:05 Feature #1175 (Closed): Sound effect cutoff at monster's death
How about cutting off the "see player" sight for
monsters that get killed before the whole sound
finish...
chrisdragon
22:50 Feature #1174: Player corpse duration for multiplayer
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There is already the cvar "game-corpse-time". It should work
great in mult...
skyjake
22:01 Feature #1174 (Closed): Player corpse duration for multiplayer
How about a cvar that dictates how long player corpses
stay in the map? Nobody likes seeing dozens of player
mode...
chrisdragon
22:47 Feature #1173: HUD Sprites to use different external resource
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This has been fixed for 1.7.10. The problem only appears
with jDoom, where some spri...
skyjake
21:25 Feature #1172: Slower player movement (cvar)
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1.8.1 has client-specific player-move-speed.
skyjake
21:18 Bug #59 (Closed): Unwanted sound info shown
Some people report that the sound-info cvar seems to be
setting itself to non-zero. I *have* initialized it
correct...
skyjake
05:41 Bug #58 (Closed): Squished switch textures
See thread below for analysis
http://forums.newdoom.com/UBB/Forum5/HTML/000826.
html
*Labels:* Graphics
chrisdragon

2003-06-01

17:50 Feature #1160: Customizable Dynamic Lights
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It's done. And it uses the 8-bit alpha conversion thingy.
Actually, since alpha is ...
skyjake
02:29 Feature #1173 (Closed): HUD Sprites to use different external resource
HUD Sprites should use a different external resource
than the sprites used in-game. At the moment changing
the HU...
skyjake

2003-05-31

21:35 Feature #1172 (Closed): Slower player movement (cvar)
Pros:
+ netgames will be more tolerant to lag
+ you can't run away so easily, making things harder
(many feel that...
skyjake
20:51 Feature #1171 (Rejected): Center HUD weapon position when firing
I have my HUD models setup so that they bob
realistically from side to side when I'm running but when
you shoot, ...
skyjake
09:27 Feature #1170 (Closed): Sound flag to prevent stopping
Normally, a sound playing from a source is stopped when
a new sound is started from the same source. A flag
that di...
skyjake
09:17 Feature #1169 (Closed): Command line options for resource paths
The other resource classes need command line options
like -texdir and -texdir2.
*Labels:* Customizability
skyjake
00:19 Feature #1168 (New): Real decals: bulletholes, blastmarks, etc.
grimreaper642 says: "I've played ZDoom and loved the
realistic decals (bloodsplats, bulletholes, blastmarks,
e...
skyjake

2003-05-30

21:19 Bug #57 (Closed): jHexen: Weapon pieces bob only partially
S. Howe reports:
(i) Start JHexen for HEXEN.WAD
(ii) Start a new game in Mage mode, choosing
'Warlock' diffic...
skyjake
20:50 Bug #56: Sprites clipped by a sky ceiling
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Thanks to S. Howe for reporting this.
skyjake
20:49 Bug #56 (Closed): Sprites clipped by a sky ceiling
Sometimes sprites are clipped by a sky ceiling. This
happens because a tall sprite may extend into the
sky.
Fi...
skyjake

2003-05-29

19:00 Feature #1167 (Closed): High-resolution sprites
External resources could be used to replace sprites.
It would work like the replacing of patches: e.g. the
origin...
skyjake
18:30 Feature #1164: Animation sequences defined using DEDs
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This will be in 1.7.12. Random timing is possible. (Hexen
needs it, anyway.)
skyjake
17:07 Feature #1166 (Closed): .pk3/.zip Support
The 'virtual files' feature of Doomsday should be
enhanced so that it can load .pk3/.zip (no
compression) files a...
skyjake
16:59 Feature #1150: Duke Nukem 3D Support
_(originally posted by anonymous SF.net user)_
Logged In: NO
the doom engine and build engine are two different th...
skyjake
16:45 Feature #1165 (Rejected): Multipart 3D models
To allow better animation of objects, 3D models
should support a separate state for each submodel.
The state coul...
skyjake
15:50 Bug #55: jHeretic: Interlude time wrong when sec=0
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Thanks to A. Budko for noticing this.
skyjake
15:48 Bug #55 (Closed): jHeretic: Interlude time wrong when sec=0
IN_DrawTime() draws the level time incorrectly when
seconds = 0. The zero seconds is not displayed at
all.
*La...
skyjake

2003-05-28

17:18 Bug #54 (Closed): PWAD savegame crash
When accidently loading a save game, which have
different wad loaded than the current game, the game
crashes. It'...
skyjake
00:58 Bug #53 (Closed): Glowing textures+flats not effected by fog
The summary says it all really.
Not really a bug, but glowing textures and flats arn't
effected by fog.
This ...
skyjake

2003-05-27

17:43 Feature #1155: 3D model for the sky
_(originally posted by anonymous SF.net user)_
Logged In: NO
I think the sky sphere should use enviroment mapping....
skyjake

2003-05-26

23:45 Bug #49: ATI/OpenGL: Menu, startup screen corrupt
_(originally posted by anonymous SF.net user)_
Logged In: NO
Hmmm, followup to my previous post - installed direct...
skyjake
23:16 Bug #49: ATI/OpenGL: Menu, startup screen corrupt
_(originally posted by anonymous SF.net user)_
Logged In: NO
Yes, I have the same problem - and I got a screenshot...
skyjake
17:11 Bug #52 (Closed): [Render hack] Fake/see-through bridges
In scythe.wad and others using fake bridges and such,
it looks fine from sides but when you get atop it it
flicke...
chrisdragon
16:48 Bug #51 (Closed): Sky rendering glitch
Go to the URL below to see the screenshots
http://forums.newdoom.com/UBB/Forum5/HTML/000801.
html
*Labels:* Op...
chrisdragon
15:11 Feature #1164 (Closed): Animation sequences defined using DEDs
Currently all texture animations are hard-coded.
They should be moved into a definition file.
*Labels:* Customiz...
skyjake
14:48 Feature #1163 (Closed): Blended/faded texture animation
The animation of wall textures and flats would be
improved by blending from one frame to the next. It
would need ...
skyjake
12:25 Bug #33: Netgame pausing doesn't work
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In a netgame, the server can pause the game. Clients
can't pause or unpause.
skyjake
11:25 Bug #44: 60 Hz Bug - cannot be forced to run with higher frequences!
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In 1.7.9 the refresh rate defaults to the desktop refresh
rate.
Also added a -re...
skyjake
11:23 Feature #1160: Customizable Dynamic Lights
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This should be easy enough to implement. I'd like to
make it so that:
- Each Lig...
skyjake
11:22 Feature #1147: Windows NT4?
Out of date. danij
09:28 Feature #1162 (Closed): Global engine configuration
option to use a engine feature cfg file that is shared
between all games, stuff like controls are read form
the gam...
noctrun
09:23 Feature #1161 (Rejected): Stealth mode cheat
Doom 95 had a cheat that disabled monsters' ability to see the
player (fhshh).
*Labels:* Gameplay
skyjake

2003-05-25

22:53 Bug #46: Hi res for skies, doom or doom2, not both
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The external resource system in 1.7.9 will make it
possible to have resources speci...
skyjake
21:23 Bug #16: Client can't connect to server
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The rest of the connection problems will hopefully be
amended by DirectPlay 8 in v1...
skyjake
18:31 Feature #1158: Soft Sector Lighting
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BIAS shadowing has been implemented in CVS (soft sector
lighting).
danij
18:17 Bug #29: jDoom: Server crashes when connecting
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This should be fixed in 1.7.9.
skyjake
15:00 Bug #50 (Closed): Light-amp doesn't affect particles
1. Enter a very dark area. Monster Condo has a few of
these that work just fine.
2. Pick up (or IDBEHOLD) a light...
skyjake
00:27 Feature #1160 (Closed): Customizable Dynamic Lights
Is it possible to be able to create different images for
different types of dynamic lights eg so that a light would...
skyjake
 

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